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There is a Legacy version here.

Mastermind

Masterminds weave long-ranged plots to see their nefarious goals come to fruition, deftly manipulating those around them, turning enemies into friends and then pitting them against one another.

Recall Knowledge - Humanoid (Society): DC 19
Unspecific Lore: DC 17
Specific Lore: DC 14

Elite | Normal | Weak
Proficiency without Level

MastermindCreature 4

Medium Human Humanoid 
Source NPC Core pg. 156
Perception +10; (17 to Sense Motive)
Languages Common; two additional languages
Skills Arcana +13, Deception +15, Diplomacy +15, Intimidation +15, Occultism +15, Performance +17, Religion +11, Society +17, Stealth +11, Thievery +9, Underworld Lore +17
Str +0, Dex +3, Con +0, Int +4, Wis +2, Cha +4
Manipulation Specialist When competing in a social or intellectual arena, the mastermind is a 7th-level challenge.
Versatile Performance The mastermind can use Performance instead of Diplomacy to Make an Impression and instead of Deception to Impersonate.
Items disguise kit, hand crossbow (10 bolts), leather armor, shortsword
AC 20; Fort +6, Ref +11, Will +16
HP 55
Speed 25 feet
Melee [one-action] shortsword +13 [+9/+5] (agile, finesse, versatile S), Damage 1d6+6 slashingMelee [one-action] fist +13 [+9/+5] (agile, finesse, nonlethal, unarmed), Damage 1d4+6 bludgeoningRanged [one-action] hand crossbow +13 [+8/+3] (range increment 60 feet, reload 1), Damage 1d6+6 piercingOccult Spontaneous Spells DC 22, attack +14; 2nd blur, charm, invisibility, paranoia (3 slots); 1st charm, illusory disguise, illusory object (3 slots); Cantrips (2nd) daze, detect magic, message, prestidigitation, sigil
Bard Composition Spells DC 22; Cantrips (2nd) courageous anthem, uplifting overture
Scoundrel's Feint When the mastermind successfully Feints, the target is off-guard against the mastermind's melee attacks until the end of the mastermind's next turn. On a critical success, the target is off-guard against all melee attacks for that time, not just the mastermind's.Sneak Attack The mastermind deals an extra 1d6 precision damage to off-guard creatures.

All Monsters in "Villain"

NameLevel
Champion of Rovagug5
Conspiracist0
Deluded Mob4
Despot5
Fiend Caller3
Fleshwarper7
Gang Leader7
Hero Hunter13
Interrogator6
Mastermind4
Propaganist3
Reckless Scientist6
Saboteur2
Toady0
Warmonger10
Wealthy Vigilante8
World Ender16

Villain

Source NPC Core pg. 152
Villains pursue selfish and cruel goals, trampling over anyone in their way.

Sidebar - Additional Lore Golarion's Most Wanted

Here are a few of the most notorious villains in the history of Golarion.

Queen Abrogail II: The ruler of Cheliax devotes herself to Asmodeus, and tyrannically rules her diabolic nation completely confident of the supremacy of herself and her country.
Tar-Baphon: The ancient lich called the Whispering Tyrant invaded nation after nation with his undead hordes, slayed a divine herald, and even now has arisen again and regrouped in the Gravelands.
The Runelords: The seven rulers of ancient Thassilon mastered powers of magical runes, letting them rule in ancient times and return again and again in centuries since to try to take back the power they once had.

Sidebar - Additional Lore Manipulative Evil

Villains who use the power of ideas— like the conspiracist and propagandist found here—aren't particularly effective combatants. Instead, they rely on dupes or other villains (like the deluded mob or warmonger) to physically enact their evil ideologies. They're also adaptable, though the conspiracist usually keeps their conspiracies and themes centered around themself and close allies, while the propagandist typically works their machinations with the consent of the state, using half-truths and manipulative framing to serve those in power and be well paid for their trouble.

Sidebar - Advice and Rules Recurring Villains

Villains are just as devoted to their evil schemes as heroes are to justice or freedom. Villains make excellent recurring NPCs. The section on NPC advancement is especially useful for villains. To tell more varied stories, a GM can have the villains join up with new groups of followers or be under the employ of new benefactors, using their villainous skills for a new cause.

Sidebar - Advice and Rules Relative Villainy

These characters are clearly set out as villains within the structure of a Pathfinder adventure's story, but that doesn't mean the people in the world see them as such universally. Villains often work best when otherwise well-meaning civilians are unable to see their malice, or when the villain is so charismatic or powerful they can bring others under their sway. You can use an influence encounter to play out the player characters trying to sway a powerful person away from the villain's influence, or even have both the PCs and the villain racing to influence the same person.